Search results for "Human-Computer Interaction"

showing 10 items of 605 documents

Deep learning approach for prediction of impact peak appearance at ground reaction force signal of running activity

2020

Protruding impact peak is one of the features of vertical ground reaction force (GRF) that is related to injury risk while running. The present research is dedicated to predicting GRF impact peak appearance by setting a binary classification problem. Kinematic data, namely a number of raw signals in the sagittal plane, collected by the Vicon motion capture system (Oxford Metrics Group, UK) were employed as predictors. Therefore, the input data for the predictive model are presented as a multi-channel time series. Deep learning techniques, namely five convolutional neural network (CNN) models were applied to the binary classification analysis, based on a Multi-Layer Perceptron (MLP) classifi…

Support Vector MachinerasitusvammatComputer science02 engineering and technologyneuroverkotliikkeenkaappausConvolutional neural networkRunning0302 clinical medicineCluster Analysis315 Sport and fitness sciencesbinary classificationrisk assessmentSignal Processing Computer-AssistedGeneral MedicineComputer Science ApplicationsRandom forestkoneoppiminenBinary classificationRUNNERSbiomekaniikkaAlgorithmsCNNforce platform0206 medical engineeringBiomedical EngineeringBioengineeringjuoksu03 medical and health sciencesDeep LearningClassifier (linguistics)HumansliikeanalyysiGround reaction forcerunning gait analysisbusiness.industryDeep learningPattern recognition030229 sport sciencesPerceptron113 Computer and information sciences020601 biomedical engineeringHuman-Computer InteractionSupport vector machineLogistic ModelsComputingMethodologies_PATTERNRECOGNITIONINJURIESArtificial intelligenceNeural Networks Computerbusiness
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The Sound of Swarm. Auditory Description of Swarm Robotic Movements

2023

Movements of robots in a swarm can be mapped to sounds, highlighting the group behavior through the coordinated and simultaneous variations of musical parameters across time. The vice versa is also possible: sound parameters can be mapped to robotic motion parameters, giving instructions through sound. In this article, we first develop a theoretical framework to relate musical parameters such as pitch, timbre, loudness, and articulation (for each time) with robotic parameters such as position, identity, motor status, and sensor status. We propose a definition of musical spaces as Hilbert spaces, and musical paths between parameters as elements of bigroupoids, generalizing existing conceptio…

Swarm robotics quantum computing sonificationSettore ING-INF/05 - Sistemi Di Elaborazione Delle InformazioniHuman-Computer InteractionArtificial IntelligenceACM Transactions on Human-Robot Interaction
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Dark Design Patterns : An End-User Perspective

2020

The number of websites and mobile applications available is growing continually, as are the persuasive approaches to influence human behavior and decision making. Although designing for persuasion offers several potential benefits, recent developments expose various deceptive designs, that is, dark patterns, that utilize psychological factors to nudge people toward, from someone else’s perspective, desired directions. This paper contributes to an increased awareness of the phenomenon of dark patterns through our exploring how users perceive and experience these patterns. Hence, we chose a qualitative research approach, with focus groups and interviews, for our exploration. Our analysis show…

Systemvetenskap informationssystem och informatik med samhällsvetenskaplig inriktningPersuasionSocial PsychologyEnd userbusiness.industryCommunicationmedia_common.quotation_subjectPerspective (graphical)Internet privacyInformation Systems Social aspectsqualitative studypersuasive designFocus groupevil designHuman-Computer Interactiondeceptive designPhenomenonSoftware design patternPsychologybusinessdark patternsQualitative researchmedia_commonDependency (project management)
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How team feedback and team trust influence information processing and learning in virtual teams: A moderated mediation model

2015

We study how team feedback influences information processing and learning in virtual teams.Group information is positively related to team learning in virtual teams.The indirect effect of team feedback on team learning via group information elaboration is moderated by team trust. This study examines a moderated mediation model in which team trust moderates the indirect effect of team feedback on team learning through group information elaboration in virtual teams. An experimental study in a laboratory was conducted with 54 teams randomly assigned to a team feedback condition or a control condition. Results provided empirical support to the moderated mediation model. We found that the indire…

Team compositionKnowledge managementbusiness.industryControl (management)Information processingTeam effectivenessPsychological safetyHuman-Computer InteractionModerated mediationTeam learningArts and Humanities (miscellaneous)Social exchange theorybusinessPsychologyGeneral PsychologyComputers in Human Behavior
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The effects of virtuality level on task-related collaborative behaviors: The mediating role of team trust

2013

This study aims to analyze the mediating role of team trust in the relationship between virtuality level and task-related collaborative behaviors. Three types of task-related collaborative behaviors were studied, namely team coordination, team cooperation, and team information exchange. Drawing upon theory and research on virtual teams and trust, we hypothesized that team trust partially mediated the effects of virtuality level on team coordination, team cooperation, and team information exchange. A laboratory experiment was carried out with 65 four-person teams randomly assigned to three communication media with different virtuality levels (face-to-face, video conference and computer-media…

Team compositionKnowledge managementbusiness.industryTeam effectivenesscomputer.software_genreHuman-Computer InteractionTeam learningVideoconferencingArts and Humanities (miscellaneous)Virtuality (gaming)Laboratory experimentbusinessPsychologycomputerGeneral PsychologyInformation exchangeComputers in Human Behavior
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How do different types of intragroup conflict affect group potency in virtual compared with face-to-face teams? A longitudinal study †

2008

The number of organizations using teamwork is increasing. In this context, group potency has emerged as a key construct in group research. Moreover, in the last decades, information and communication technologies (ICT) have allowed organizations to form virtual teams. Consequently, a considerable amount of research has analysed the functioning of virtual teams. We focus on intragroup conflict as a relevant antecedent of potency in computer-mediated communication groups. Specifically, the aim of this research is to examine the role of ICT in the relationship between intragroup conflict and group potency in a longitudinal study. A laboratory experiment was carried out comparing 44 groups work…

TeamworkLongitudinal studymedia_common.quotation_subjectMediated communicationGeneral Social SciencesContext (language use)ModerationAffect (psychology)Human-Computer InteractionFace-to-faceArts and Humanities (miscellaneous)Developmental and Educational PsychologyIntragroup conflictPsychologySocial psychologymedia_commonBehaviour & Information Technology
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Which are the patterns of video game use in Spanish school adolescents? Gender as a key factor

2020

Abstract Video games are part of the technological revolution, and it is possible nowadays to play video games anytime and anywhere as a primary source of youth entertainment. The research question of this study refers to which are the patterns of video game usage by Spanish school adolescents. In particular, it analyzes the time and money spent on video games among Spanish teenage students of 11–19 years old (M = 13.98; SD ± 1.397), as well as the game platform and the type of video games used, according to type of day and, especially, gender of the player. A survey was applied to a representative sample of adolescent students (n = 1502) from Valencian Region (Spain). The results showed an…

Technological revolutionSocial constructionismValencianlanguage.human_languageSocial relationDevelopmental psychologyHuman-Computer InteractionEntertainmentAction (philosophy)languagePsychologyhuman activitiesResearch questionVideo gameSoftwareEntertainment Computing
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Technology as an influential variable in the development of dialogical learning

2021

Schools have a responsibility to prepare new generations born in a globalized and interconnected world. The main objective of this paper is to analyze the role that technology plays in the development of dialogical learning in learning communities. We try to understand the influence that technology has in fostering communication and interaction in an educational project that presents interaction and words as basic learning tools. An instrumental, interpretive, and embedded case study is applied in which the communicative methodology is developed from interviews and two discussion groups. The singular case involves a rural school constituted as a learning community that is geographically spl…

Tecnologia educativalearning and knowledge technologiesLearning communitiesMetodología comunicativaInformation and communication technologiesinformation and communication technologiesEducationTecnologías de aprendizaje y conocimientoComunidades de aprendizajeL7-991communicative methodologyLearning and knowledge technologiesTecnologies d'aprenentatge i coneixementTecnologies de la informació i la comunicacióCommunicationPhilosophyAprenentatge dialògicdialogical learningEducation (General)Metodologia comunicativalearning communitiesHuman-Computer InteractionCommunicative methodologyTecnologías de la información y la comunicaciónComunitats d'aprenentatgeAprendizaje dialógicoDialogical learningHumanities
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HCI for biomedical decision-making: From diagnosis to therapy.

2020

Abstract Human-Computer Interaction (HCI) plays a fundamental role in the design of software oriented towards clinical decision-making tasks. Currently, physicians have to deal with an ensemble of systems and software tools in the clinical environment, such as clinical Decision Support Systems (CDSSs), Electronic Health Records (EHRs), Picture Archiving and Communication Systems (PACSs). Moreover, additional platforms aim at collaborative work particularly in telemedicine, where rehabilitation technologies and conversational agents can support the healthcare professionals.

TelemedicineKnowledge managementComputer scienceHumans; Decision Making Computer-Assistedmedicine.medical_treatmentDecision MakingHealth InformaticsHealth recordsClinical decision support system03 medical and health sciencesComputer-Assisted0302 clinical medicineSoftwaremedicineHumans030212 general & internal medicineDecision Making Computer-Assisted030304 developmental biology0303 health sciencesRehabilitationHealth professionalsbusiness.industryComputer Science ApplicationsHuman-Computer InteractionWork (electrical)businessDecision-makingJournal of biomedical informatics
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A solution to the stochastic point location problem in metalevel nonstationary environments.

2008

This paper reports the first known solution to the stochastic point location (SPL) problem when the environment is nonstationary. The SPL problem involves a general learning problem in which the learning mechanism (which could be a robot, a learning automaton, or, in general, an algorithm) attempts to learn a "parameter," for example, lambda*, within a closed interval. However, unlike the earlier reported results, we consider the scenario when the learning is to be done in a nonstationary setting. For each guess, the environment essentially informs the mechanism, possibly erroneously (i.e., with probability p), which way it should move to reach the unknown point. Unlike the results availabl…

Theoretical computer scienceAutomatic controlDiscretizationComputer scienceInformation Storage and RetrievalDecision Support TechniquesPattern Recognition AutomatedArtificial IntelligenceComputer SimulationElectrical and Electronic EngineeringStochastic ProcessesModels StatisticalLearning automatabusiness.industryStochastic processSignal Processing Computer-AssistedGeneral MedicineRandom walkComputer Science ApplicationsAutomatonHuman-Computer InteractionControl and Systems EngineeringPoint locationArtificial intelligencebusinessSoftwareAlgorithmsInformation SystemsIEEE transactions on systems, man, and cybernetics. Part B, Cybernetics : a publication of the IEEE Systems, Man, and Cybernetics Society
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